package network;
/**
 * All time in game-time units.
 * 
 * @author toni
 * 
 */
public class NetworkConstants {
	// The time that has to pass so that a body will be synced again. ~100ms
	// seems to be a good value
	public static final float SYNCINTERVALTIME = 0.1f;
	// The maximum time difference between the current time on the client and
	// the time the body-sync package has been created that will still be
	// accepted.
	public static final float ALLOWEDBSYNCTIMEDIFF = 0.1f;
	// Maximum number of Networkpackages in NetworkData
	public final static int MAXNUMPACKAGES = 2;
	// time interval between two INIT packages
	public static final long INITINTERVAL = 1000;
	// The time difference (in game time) between server and client that is
	// allowed (no fps correction will be done)
	public static final float ALLOWEDTIMEDIFF = 0.3f;
	// The amount of fps that is subtracted / added to the standard FPS number
	// to make the client catch up (fall back) in time with the server.
	public static final int REGULATEFPS = 1;
	public static final int TIMESYNCINTERVAL = 1000;
	public static final boolean DOTIMESYNC = false;
	public static final int PACKAGESIZE = 64000;
	public static final boolean PRINTLOG = true;
}
